Okay.. so I do believe you were a little bit off there, LGW.
I got to thinking.. the bodyconv.def file, is used to override the ORIGINAL animation, in anims.mul...
(The numbers below may or may not be legit, but I'm using random numbers for the sake of an example)
Code:
anims anims2 anims3 anims4 anims5
100 -1 300 -1 -1
Okay.. so.. how this line works is.. the client will call on animation "300" from anims3.mul... and in doing so, will override animation "100" from anims.mul
LGW, according to your instructions.. you said to save the animation from anims.mul, and reload it into anims3.mul.. that was correct; however, your next part.. that instructed me to find an "open animation slot", for the first number (which would be anims.mul) is wrong.
Example:
Code:
anims anims2 anims3 anims4 anims5
200 -1 300 -1 -1
Let's say "200" is an open slot in anims.mul... Well, what exactly is "300" supposed to override if "200" doesn't actually exist? The key here is.. the animation from anims3.mul, is being called to override the animation in anims.mul.. NO, the client may not have a patched version of anims.mul; but the SERVER does..
I'm hoping this makes sense.. but I tested this fully; and unless I somehow missed something, then I'm correct on this all.
My client contains patched versions of artidx, art, gumpart, gumpidx, tiledata, and lastly.. anims3.mul and anims3.idx
My server contains all of the above, plus the patched version of anims.mul and anims.idx..
Therefore.. I only need to patch anims3.mul and anims3.idx with an updated bodyconv.def
In my bodyconv.def, I have the following line:
As I said in my last post.. 584 is the ORIGINAL animation ID for my custom artwork.. I chose to use the exact same ID in anims3.mul, to avoid confusion and forgetting where I placed that artwork. Works like a charm..
Hope I explained this all correctly in this rather lengthy post lol..
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Edit: To confirm my above ramblings, you can check out the following thread:
Animations, Body.def, and Bodyconv.def